﻿using System.Collections.Generic;

public class SoldierIdleState : ISoldierState
{
    public SoldierIdleState(SoldierFSMSystem fsm,ICharacter character) : base(fsm,character)
    {
        mStateId = SoldierStateId.Idel;
    }
    public override void Reasoning(List<ICharacter> targets)
    {
        if (targets != null && targets.Count > 0)
        {
            mFSM.PerformTransition(SoldierTransition.SeeEnemy);
        }
    }

    public override void Actioning(List<ICharacter> targets)
    {
        mCharacter.PlayAnimation("stand");
    }

    
}